Guide to genetics: Difference between revisions
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→How Mutations Work
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* Disabilities manifest if the block is over 800. | * Disabilities manifest if the block is over 800. | ||
* Power manifesting is a little more complicated. It has an extra randomness added to the random! | * Power manifesting is a little more complicated. It has an extra randomness added to the random! First off, to be eligible for activation their block must be over C00. After that, every time the subject's dna is updated (either by re-applying the buffer or by pulsing radiation) the power has a chance to manifest. After it has manifested, it won't disappear unless the block goes below C00. | ||
** Telekinesis: ''' | ** Telekinesis: '''20% chance to activate.''' | ||
** Hulk: ''' | ** Hulk: '''15% chance to activate.''' | ||
** Cold Resistance: ''' | ** Cold Resistance: '''25% chance to activate.''' | ||
** X-Ray Vision: ''' | ** X-Ray Vision: '''25% chance to activate.''' | ||
** Chameleon: '''20% chance to activate.''' | |||
** Dwarfism: '''15% chance to activate.''' For some reason this is a power on the same level as hulk. | |||
Remember that this applies only to mutating via scanner: injectors always manifest powers, if their block is above C00, but are temporary. | |||
==== Manifesting Mutations ==== | ==== Manifesting Mutations ==== |